Hi Georg,
what are the non OpenGLES calls you are using? If it's not possible to get rid of them, you can always add a build time option to select which version will be used, we just need to see if it's possible to switch the version while keeping the same code.
In any case you can at least continue development on linux since the issues are on windows-only.

On Mon, May 26, 2014 at 5:22 PM, Georg Zotti <georg.zotti@univie.ac.at> wrote:
Dear Guillaume, dear all,

I am rather unhappy to read this.

I (rather my student Andrei) had the scenery3D plugin (3D foreground)
running in late summer of 2012, just when the StelPainter classes were
removed from trunk, preventing integration. After their return I had hoped
I can reactivate this plugin, but the initial Qt5 issues and lack of time
prevented me from doing so (Andrei is no longer available). The plugin
requires some OpenGL3.2 calls, but even initOpenGLFunctions (if that was
the name - I write this far from my development machine...) failed for me
as of Qt5.1, for unclear reasons, but I lacked time to investigate deeper.
I had then hoped that by Qt5.3 the QtOpenGL issues would have been solved,
not worsened, and our deprecated GUI classes replaced by the recommended
Qt5 classes by one of you better in the know on what to do, so that I
might have a chance to reactivate scenery3D by later summer or so with my
limited OpenGL knowledge. I fear that required features are not available
(without any workaround) in OpenGLES20.

Do you see an option or cmake config possibility (or at least #ifdef
branches) to build Stellarium with either OpenGLES2.0 (a.k.a. "Basic
Version" or "Netbook edition") or OpenGL 2.1+ (a.k.a. "Advanced Version"
or "Desktop edition"), so that the OpenGL version could use plugins with
higher OpenGL requirements, usable on better computers only? (Maybe
plugins should report in their config/activation dialog "Requires OpenGL
x.y, this computer supports only 2.1" or so.)

Does anyone of you know a good (short, concise) resource that explains the
differences between OpenGL and OpenGL-ES2 and workarounds especially
applicable for us? There may be other plugins that would require higher
graphic functionalities. I don't know about the other platforms. Of
course, an OpenGLES-ready version of the core program with essential
observation-planning plugins would also be very fine for smartphone or
RaspberryPi or similar installations.

I know, this is all lots of work that "everybody" could do, "somebody"
must do, and likely "nobody" had time/resources to do all of it properly.
But I still had hoped to have scenery3D running in trunk at least later
this year.

Best regards,

On Do, 22.05.2014, 11:41, Guillaume Chereau wrote:
> Hello,
> The compilation of stellarium is broken with the new release of Qt (Qt
> 5.3) due to a change of API in QOpenglFunctions class.
> I consider this a regression of Qt, and I filled a bug report:
> https://bugreports.qt-project.org/browse/QTBUG-39095
> That being said, I tried the Windows ANGLE version of Qt, and it seems
> to work fine, at least on my Windows 7 machine.
> If we only use OpenGL ES 2 API, and compile with ANGLE on Windows, we
> don't need to use the QOpenglFunctions class at all, and I feel that it
> would actually be the easiest solution.  I created a branch to work on
> that: lp:~guillaume.chereau/stellarium/angle-opengl
> In the core of Stellarium there is only one opengl call that is not
> Opengl ES 2 compatible: in the PlanetShadows module.  I think it would
> be trivial to change the code a bit to make it OpenGL ES 2 compliant.
> There are also a few plugins that won't compile with OpenGL ES 2 but I
> also think the work needed to make them work with ES 2 would be easier
> than the work needed to make Stellarium work with Openg GL Desktop on
> Windows.
> What do you think?
> Regards,
>     gui
> --
> Guillaume Chéreau <guillaume@noctua-software.com>
> http://www.noctua-software.com
> tel: +886-970-422-910

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